Merge branch 'blender-v3.1-release'
This commit is contained in:
@@ -244,7 +244,6 @@ void ED_view3d_shade_update(Main *bmain, View3D *v3d, ScrArea *area)
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for (region = area->regionbase.first; region; region = region->next) {
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if ((region->regiontype == RGN_TYPE_WINDOW) && region->regiondata) {
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ED_view3d_stop_render_preview(wm, region);
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break;
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}
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}
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}
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@@ -451,7 +451,9 @@ std::string GLShader::vertex_interface_declare(const ShaderCreateInfo &info) con
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ss << "\n/* Inputs. */\n";
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for (const ShaderCreateInfo::VertIn &attr : info.vertex_inputs_) {
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if (GLContext::explicit_location_support) {
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if (GLContext::explicit_location_support &&
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/* Fix issue with amdgpu-pro + workbench_prepass_mesh_vert.glsl being quantized. */
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GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_OFFICIAL) == false) {
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ss << "layout(location = " << attr.index << ") ";
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}
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ss << "in " << to_string(attr.type) << " " << attr.name << ";\n";
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@@ -26,7 +26,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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b.add_input<decl::Geometry>(N_("Geometry"))
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.supported_type({GEO_COMPONENT_TYPE_POINT_CLOUD, GEO_COMPONENT_TYPE_MESH});
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b.add_input<decl::Bool>(N_("Selection")).default_value(true).hide_value().supports_field();
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b.add_input<decl::Float>(N_("Distance")).default_value(0.1f).min(0.0f).subtype(PROP_DISTANCE);
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b.add_input<decl::Float>(N_("Distance")).default_value(0.001f).min(0.0f).subtype(PROP_DISTANCE);
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b.add_output<decl::Geometry>(N_("Geometry"));
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}
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@@ -512,9 +512,9 @@ static TriTessFace *mesh_calc_tri_tessface(Mesh *me, bool tangent, Mesh *me_eval
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triangles[i].mverts[0] = &mvert[me->mloop[lt->tri[0]].v];
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triangles[i].mverts[1] = &mvert[me->mloop[lt->tri[1]].v];
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triangles[i].mverts[2] = &mvert[me->mloop[lt->tri[2]].v];
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triangles[i].vert_normals[0] = &vert_normals[me->mloop[lt->tri[0]].v][0];
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triangles[i].vert_normals[1] = &vert_normals[me->mloop[lt->tri[1]].v][1];
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triangles[i].vert_normals[2] = &vert_normals[me->mloop[lt->tri[2]].v][2];
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triangles[i].vert_normals[0] = vert_normals[me->mloop[lt->tri[0]].v];
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triangles[i].vert_normals[1] = vert_normals[me->mloop[lt->tri[1]].v];
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triangles[i].vert_normals[2] = vert_normals[me->mloop[lt->tri[2]].v];
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triangles[i].is_smooth = (mp->flag & ME_SMOOTH) != 0;
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if (tangent) {
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